Messages - Mattilald Anguisad

There is a pisece of wisdom about software development, I've learned some time ago. I forgot where, probably from The Trenches.

"Programmers can't estimate time, it will take them to program something. Whatever they say it will take them, multiply it by at least 2." - not exact words.

I believe this holds true for most of the producers that went to KS - I have personaly resigned to wait longer time. I wish there was a way to inform everyone about that.

Even Veterans of the industry, without a publisher to either give realistic dates or hold them to dealines failed to deliver on time.

Richard "Lord Brittish" Garriot: Shroud of the Avatar (1,919,275$/1,000,000$; Estimated delivery Oct 2014 - in alfa/beta for over a year at this point) - founder of and creator of most of Origin Systems games (including Ultima series)Tim Schaefer: Double Fine Adventure/Broken Age (3,336,371$/400,000$; Estimated delivery Oct 2012 - act 1 delivered in Jan 2014, and after going over budget) - made many of the great Lucasarts adventure gamesChris Roberts: Star Citizen (total: >93,000,000$ out of ; Estimated delivery Nov 2014 - beta for all pre-orders starting soon, current ETA 2016) - author of Wing Commander series and both Privateer games

... I could go on.

If allegations of over-micromanagement hold true, it means you either have wrong people, or you, Bubbles are (no mater how well intended) over-managing. It seems to be a bit of a common thread in some of the delayed KS campaigns.

Not saying that if they can be late that you can, but just trying to assert that software developers are terrible at estimating time needed.

... Anyone who has read Gilder's posts know that in 1.1 things were more dynamic and pilots were better able to dynamically control engagements. More recent patches made the positional game vital (especially the era of the gat/mortar metamidion). Of course this means that it is impossible to satisfy everyone at once, and it is sad for me to see so many folks not having a good time in the game at the moment, even if others are thrilled with the recent changes.

I loved playing in those times, but I got to say: no things weren't more dynamic, it's just ships like Pyramidion (with 300 000 kg it was second heaviest ship, and still almost as manoeuvrable as the Goldfish) were far too manoeuvrable. In competitive you only saw 3 ships and 4 builds total (gat/flak metamidion, blenderfish, flakfish, and galleon with a double flak and merc long range side). People have had their builds nerfed or broken in 1.1.4 and 1.1.5 (witch saw explosive damage nerf, heavy flak got arming time, flamer nerf, pyra nerf, junker buff and some new clouds added on some of the most prominent sniping maps like the Fjords and Dunes), have rose tinted glasses for those times and are inflexible with their builds (admittedly I'm inflexible only when it comes to purely sniping builds). I'll freely admit I was abusing the op as fuck metamidion in those days.

Quote

I think one of the core problems of GOIO is two(and a half)-step problem:1) One stupid player can easily ruin your experience 2) Vets can't play with vets, they have to play with medium or low skilled players*2.5) There's no way of dealing with stupid players (once they're on your ship/team)

*inb4 "But Dis, it's due to low population!" - devs have had 2 years to solve this problem

The 2 most popular MOBAs (LoL and DOTA2) have both problems 1 and 2.5 with the addition of extremely toxic communities* is a circular argumentThere is nothing preventing Vets playing Vets (it might be slightly less likely to happen with matchmaking, but you can always join on friends you can even make custom lobbies specifiicly to play with other players you want to. Players don't HAVE to play with medium or low skilled players.

MMR is NOT calculated from the player LevelsMMR is NOT calculated from the number of matchsMMR is NOT calculated from the win ratio

MMR is calculated a modified of Glicko2 system http://en.wikipedia.org/wiki/Glicko_rating_systemThis was explained numerous times, in many threads and Dev Fire chats.MMR is re-calculated after every match depending on the result. Changes are dependant on Ratings deviations and the ratings of both teams. Read on Wikipedia for the details.

Like The Sky wolf explained: the Underdog rewards the underdogs IF they win. Not by giving them bonuses.However I do find the reliability of the Underdog calculation questionable from the games I've played since system went live.

Mechanics are indeed the base point, but I was confused about all the assets part. Assets generally mean, textures, models, maps, sounds, etc.I don't hava a habbit of commenting on the parts I have nothing meaning to add to and don't disagree with.

.... With the failure of FotI the people there had to decide what to do with their lives, move on or keep shooting for the stars. All the assets were converted into a PvP that kept the boat floating this long but the adventure game ...

Original Guns of Icarus now known as Flight of Icarus looks, or plays nothing like Guns of Icarus Online.

I mean I agree about Muse wanting to make a full Adventure mode, and money from the Skirmish mode being necessary to found that dream, that will alleviate, if not completely nullify the issues with GoI, but I don't remember any asset in GoI same as FoI.

Regarding the Thread title: No this wasn't the first cult game mus has made -Flight of Icarus (formerly known as Guns of Icarus) was a cult game.

As for op's post: I see some people are still pining for the fjords. I'm not, I've been playing since 1.1.2 (witch I believe introduced Lumberjack) - I've played days on end (and that's not an exaggeration) in pre 1.1.4 days. Mostly competitive practice for Claiming of The Fjords tournament. That game is far better balanced now than it was back in those days. There is far less bugs, far better game engine optimization, far more viable ships and builds (no small part because of new weapons and a new ship), more tools. Spectator tools aren't crap any-more (just watch the recordings from Claiming of the Fjords - the videos had all the spectator ui possible, half of the matches you couldn't see ballistic projectiles like flak shots or the score). Matchmaking is great (least of the benefits, is that blame for 5-0 the other team is not your fault, if your team all queued), I think even stamina is great, because it makes gunners and pilots more encouraged than before. Considering how quickly it drains in comparison to how long it takes to refill, I think it's balanced, it does not replace teamwork or skill. But it does compliment it.

But I do agree with Muse it should help lower pyra use count (which is what they really wanted to do with the nerf - they want to mix up the meta now), so I am for the nerf for awhile.. So we can maybe see some more other ships (more squid be nice).. I say that and yet I still ended up on a pyra most of the time..

They don't seem as prevalent in competitive (If you want to ba an e sport you need to balance for competitive players like it's done in SC2). With possible excpetion of novice matches I've seen pretty good representation of all ships except squids (prior to this patch -I've been pretty sick, so I haven't played much yet)

I also agree Minotaur seems to push a bit to much when on a junker.... when there's 2 on you you literally never have an ark and just slowly die .. - not really "fun" gameplay.. (1 Doesn't feel as bad).. Issue though depends how competent the other team is at focusing you.. When they are it feels really op when not it doesn't seem as bad..

I've tried it in a 1v1 Practice match Goldfish vs Goldfish -I've had wrong tools (kero, hydro and the parachute): the the enemy goldfich could ifninitely juggle me and reverse my direction - to a point where my engines have had barely any effect.